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-rw-r--r--src/renderergl1/tr_shadows.c343
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diff --git a/src/renderergl1/tr_shadows.c b/src/renderergl1/tr_shadows.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "tr_local.h"
+
+
+/*
+
+ for a projection shadow:
+
+ point[x] += light vector * ( z - shadow plane )
+ point[y] +=
+ point[z] = shadow plane
+
+ 1 0 light[x] / light[z]
+
+*/
+
+typedef struct {
+ int i2;
+ int facing;
+} edgeDef_t;
+
+#define MAX_EDGE_DEFS 32
+
+static edgeDef_t edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
+static int numEdgeDefs[SHADER_MAX_VERTEXES];
+static int facing[SHADER_MAX_INDEXES/3];
+
+void R_AddEdgeDef( int i1, int i2, int facing ) {
+ int c;
+
+ c = numEdgeDefs[ i1 ];
+ if ( c == MAX_EDGE_DEFS ) {
+ return; // overflow
+ }
+ edgeDefs[ i1 ][ c ].i2 = i2;
+ edgeDefs[ i1 ][ c ].facing = facing;
+
+ numEdgeDefs[ i1 ]++;
+}
+
+void R_RenderShadowEdges( void ) {
+ int i;
+
+#if 0
+ int numTris;
+
+ // dumb way -- render every triangle's edges
+ numTris = tess.numIndexes / 3;
+
+ for ( i = 0 ; i < numTris ; i++ ) {
+ int i1, i2, i3;
+
+ if ( !facing[i] ) {
+ continue;
+ }
+
+ i1 = tess.indexes[ i*3 + 0 ];
+ i2 = tess.indexes[ i*3 + 1 ];
+ i3 = tess.indexes[ i*3 + 2 ];
+
+ qglBegin( GL_TRIANGLE_STRIP );
+ qglVertex3fv( tess.xyz[ i1 ] );
+ qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i2 ] );
+ qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i3 ] );
+ qglVertex3fv( tess.xyz[ i3 + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i1 ] );
+ qglVertex3fv( tess.xyz[ i1 + tess.numVertexes ] );
+ qglEnd();
+ }
+#else
+ int c, c2;
+ int j, k;
+ int i2;
+ int c_edges, c_rejected;
+ int hit[2];
+
+ // an edge is NOT a silhouette edge if its face doesn't face the light,
+ // or if it has a reverse paired edge that also faces the light.
+ // A well behaved polyhedron would have exactly two faces for each edge,
+ // but lots of models have dangling edges or overfanned edges
+ c_edges = 0;
+ c_rejected = 0;
+
+ for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+ c = numEdgeDefs[ i ];
+ for ( j = 0 ; j < c ; j++ ) {
+ if ( !edgeDefs[ i ][ j ].facing ) {
+ continue;
+ }
+
+ hit[0] = 0;
+ hit[1] = 0;
+
+ i2 = edgeDefs[ i ][ j ].i2;
+ c2 = numEdgeDefs[ i2 ];
+ for ( k = 0 ; k < c2 ; k++ ) {
+ if ( edgeDefs[ i2 ][ k ].i2 == i ) {
+ hit[ edgeDefs[ i2 ][ k ].facing ]++;
+ }
+ }
+
+ // if it doesn't share the edge with another front facing
+ // triangle, it is a sil edge
+ if ( hit[ 1 ] == 0 ) {
+ qglBegin( GL_TRIANGLE_STRIP );
+ qglVertex3fv( tess.xyz[ i ] );
+ qglVertex3fv( tess.xyz[ i + tess.numVertexes ] );
+ qglVertex3fv( tess.xyz[ i2 ] );
+ qglVertex3fv( tess.xyz[ i2 + tess.numVertexes ] );
+ qglEnd();
+ c_edges++;
+ } else {
+ c_rejected++;
+ }
+ }
+ }
+#endif
+}
+
+/*
+=================
+RB_ShadowTessEnd
+
+triangleFromEdge[ v1 ][ v2 ]
+
+
+ set triangle from edge( v1, v2, tri )
+ if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
+ }
+=================
+*/
+void RB_ShadowTessEnd( void ) {
+ int i;
+ int numTris;
+ vec3_t lightDir;
+ GLboolean rgba[4];
+
+ // we can only do this if we have enough space in the vertex buffers
+ if ( tess.numVertexes >= SHADER_MAX_VERTEXES / 2 ) {
+ return;
+ }
+
+ if ( glConfig.stencilBits < 4 ) {
+ return;
+ }
+
+ VectorCopy( backEnd.currentEntity->lightDir, lightDir );
+
+ // project vertexes away from light direction
+ for ( i = 0 ; i < tess.numVertexes ; i++ ) {
+ VectorMA( tess.xyz[i], -512, lightDir, tess.xyz[i+tess.numVertexes] );
+ }
+
+ // decide which triangles face the light
+ Com_Memset( numEdgeDefs, 0, 4 * tess.numVertexes );
+
+ numTris = tess.numIndexes / 3;
+ for ( i = 0 ; i < numTris ; i++ ) {
+ int i1, i2, i3;
+ vec3_t d1, d2, normal;
+ float *v1, *v2, *v3;
+ float d;
+
+ i1 = tess.indexes[ i*3 + 0 ];
+ i2 = tess.indexes[ i*3 + 1 ];
+ i3 = tess.indexes[ i*3 + 2 ];
+
+ v1 = tess.xyz[ i1 ];
+ v2 = tess.xyz[ i2 ];
+ v3 = tess.xyz[ i3 ];
+
+ VectorSubtract( v2, v1, d1 );
+ VectorSubtract( v3, v1, d2 );
+ CrossProduct( d1, d2, normal );
+
+ d = DotProduct( normal, lightDir );
+ if ( d > 0 ) {
+ facing[ i ] = 1;
+ } else {
+ facing[ i ] = 0;
+ }
+
+ // create the edges
+ R_AddEdgeDef( i1, i2, facing[ i ] );
+ R_AddEdgeDef( i2, i3, facing[ i ] );
+ R_AddEdgeDef( i3, i1, facing[ i ] );
+ }
+
+ // draw the silhouette edges
+
+ GL_Bind( tr.whiteImage );
+ qglEnable( GL_CULL_FACE );
+ GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
+ qglColor3f( 0.2f, 0.2f, 0.2f );
+
+ // don't write to the color buffer
+ qglGetBooleanv(GL_COLOR_WRITEMASK, rgba);
+ qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
+
+ qglEnable( GL_STENCIL_TEST );
+ qglStencilFunc( GL_ALWAYS, 1, 255 );
+
+ // mirrors have the culling order reversed
+ if ( backEnd.viewParms.isMirror ) {
+ qglCullFace( GL_FRONT );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
+
+ R_RenderShadowEdges();
+
+ qglCullFace( GL_BACK );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
+
+ R_RenderShadowEdges();
+ } else {
+ qglCullFace( GL_BACK );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
+
+ R_RenderShadowEdges();
+
+ qglCullFace( GL_FRONT );
+ qglStencilOp( GL_KEEP, GL_KEEP, GL_DECR );
+
+ R_RenderShadowEdges();
+ }
+
+
+ // reenable writing to the color buffer
+ qglColorMask(rgba[0], rgba[1], rgba[2], rgba[3]);
+}
+
+
+/*
+=================
+RB_ShadowFinish
+
+Darken everything that is is a shadow volume.
+We have to delay this until everything has been shadowed,
+because otherwise shadows from different body parts would
+overlap and double darken.
+=================
+*/
+void RB_ShadowFinish( void ) {
+ if ( r_shadows->integer != 2 ) {
+ return;
+ }
+ if ( glConfig.stencilBits < 4 ) {
+ return;
+ }
+ qglEnable( GL_STENCIL_TEST );
+ qglStencilFunc( GL_NOTEQUAL, 0, 255 );
+
+ qglDisable (GL_CLIP_PLANE0);
+ qglDisable (GL_CULL_FACE);
+
+ GL_Bind( tr.whiteImage );
+
+ qglLoadIdentity ();
+
+ qglColor3f( 0.6f, 0.6f, 0.6f );
+ GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
+
+// qglColor3f( 1, 0, 0 );
+// GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
+
+ qglBegin( GL_QUADS );
+ qglVertex3f( -100, 100, -10 );
+ qglVertex3f( 100, 100, -10 );
+ qglVertex3f( 100, -100, -10 );
+ qglVertex3f( -100, -100, -10 );
+ qglEnd ();
+
+ qglColor4f(1,1,1,1);
+ qglDisable( GL_STENCIL_TEST );
+}
+
+
+/*
+=================
+RB_ProjectionShadowDeform
+
+=================
+*/
+void RB_ProjectionShadowDeform( void ) {
+ float *xyz;
+ int i;
+ float h;
+ vec3_t ground;
+ vec3_t light;
+ float groundDist;
+ float d;
+ vec3_t lightDir;
+
+ xyz = ( float * ) tess.xyz;
+
+ ground[0] = backEnd.or.axis[0][2];
+ ground[1] = backEnd.or.axis[1][2];
+ ground[2] = backEnd.or.axis[2][2];
+
+ groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;
+
+ VectorCopy( backEnd.currentEntity->lightDir, lightDir );
+ d = DotProduct( lightDir, ground );
+ // don't let the shadows get too long or go negative
+ if ( d < 0.5 ) {
+ VectorMA( lightDir, (0.5 - d), ground, lightDir );
+ d = DotProduct( lightDir, ground );
+ }
+ d = 1.0 / d;
+
+ light[0] = lightDir[0] * d;
+ light[1] = lightDir[1] * d;
+ light[2] = lightDir[2] * d;
+
+ for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
+ h = DotProduct( xyz, ground ) + groundDist;
+
+ xyz[0] -= light[0] * h;
+ xyz[1] -= light[1] * h;
+ xyz[2] -= light[2] * h;
+ }
+}